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Posts
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Joined
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One last image to throw into the mix. Although in real life it was only a single shot weapon I just like the oddball look of the FP-45 Liberator:
http://en.wikipedia.org/wiki/FP-45_Liberator -
I'd like to throw in the look of these as well if they haven't already been mentioned.
Farscapes Pulse Pistol:
http://farscape.wikia.com/wiki/File:Pulse_pistol.jpg
Logan's Run DS Gun:
http://www.snowcrest.net/fox/logan2/gun.htm
Judge Dredd's Lawgiver:
http://www.berettaworld.com/index.as...53%26did%3D449
Hellboy's Samaritan:
http://www.yourprops.com/norm-476298...282004%29.jpeg
Found this by accident, but looks interesting:
http://picasaweb.google.com/jrosocha...74559766501890 -
Healing Flames will give you toxic resist for a bit everytime you use it. 20% for 60 sec. The resists stack.
CJ gives you a bit more defense, but if you feel you want more recharge you can go the Hasten/Super Speed route. It really depends on your play style. My Fire/Fire tank has air superiority/Fly because that fits the particular style of the tank. Air Superiority's kd certainly helped with the toon lvling, but it's not for everyone. -
That's a nice build Computer. As you mentioned it's also fairly expensive and some of those IO's are quite hard to come by.
Since your build focuses on more recharge/recovery, getting healing flames up quickly and less on +def I wonder if going the hasten/Super Speed route would be more advantageous for the build instead of CJ/SL. -
Before I forget, look at Multi Strikes in Blazing Aura instead of the Oblits.... Again Moar damage for less end usage. There is a trade off there with the set bonuses.
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The reason I suggested Reactive Armor is two fold.
You're set bonus of s/l defenses add up. As has been mentioned else where: +1 def = +2 resist. More defense helps.
I think you'll be surprised at how good lvl 40 IO's compare to lvl 50's. There isn't much of a drop off. I've got four Reactives, the Steadfast unique and the Steadfast -kb in Fire Shield. (You really should fit the Steadfast Unique in) Try it on the alternative slotting and see what the differences are by switching back and forth.
(BTW: I believe Impervium Armor also caps at lvl 40.) -
Uhm... not sure where to begin, but here goes.
Super Leap: WAY over slotted. Some of your attacks would make use of those slots. I rarely slot travel powers with even 4 slots and that's usually for specific set bonuses.
Combat Jumping: You're one End redux IO saves you .02 end/sec. That's really a pittance compared to using that slot in an attack. Look what you'd save end/sec wise putting that into Blazing Aura: .11 end/sec. Much more efficient. On top of that the Oblit set doesn't have much end/redux in it compared to others.
I'd also use four of the Reactive Armors in Tough,Fire and Plasma Shield adding in the Steadfast Unique +3%def/resist to one of them.
Fire Embrace: Three slot it with recharge reduction. The end cost for it is so minimal compared to wanting it up as often as possible. That drops the recharge from 114sec to 88 secs. Moar damage.
What are you hoping to get out of Acrobatics? A single steadfast -kb will cover you for most of the kb encountered in the game. Since it's not a unique you can slot it in Tough, Fire and Plasma on top of the RAs if you feel you need that much -kb. That will open up another power choice and cost you less end/sec.
Personally I'd use most of the slots you have in Rise of the Phoenix in other areas to help avoid needing to use it. I think I had it set with one recharge before I respec'd out of it.
Temperature Protection: Not sure why you've taken it. Without it you're already soft capped to fire, you're barely getting over 16% resist to cold and you could cover the slow debuff resist with the Winter's Gift unique if you felt the 20% resist was that needed. (Not that the unique is cheap.)
That's my initial reaction to the build you've posted. I'm certainly not one of the experts around here so take it as you will. As always YMMV. -
Again Ultimo, what is your build? With more information we can better assess why it is that you're seeing what you're seeing. My BS/Inv. scrapper didn't live up to the Inv part very well until I did better job of power selection and slotting. Now he survives much better. With better information we might be able to help.
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Mud Pots is a taunt aura and will keep them in the area most of the time because of that. I'm not sure slotting for slow would be the right direction to go.
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Quote:I honestly don't think you need all those armors. Here's a list of armors That I think you need and will be fine with.
-stone armor-
Stone skin
Earth's Embrace
Mud pots
rooted
granite armor
-Fighting-
boxing
tough
weave
Personally I think he should still get Rock Armor. Not having it gives up quite a bit of s/l defense outside of Granite. The others are usually considered to be skip-able. -
He started a thread asking what folks opinions were on the subject here: http://boards.cityofheroes.com/showthread.php?t=190820
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I'm currently too tired to really see what you're getting with your IO's without opening it up in Mids. Not that I'd be all that great at seeing the bonuses even if I wasn't tired.
Folks seem to have issues with Stone Armor on many levels, the -spd being a portion of it. With IO's you can over come quite a bit, if not all of the -spd.
The other usual comments are:
- It's not just the -spd, but the -dmg and -rech. Inv. tanks can be built to be as sturdy if not more so then a Granite Armor/Rooted runnin tank, with out those limitations. So the arguement usually goes that either IO'd Inv. Tanks can replace a Stone tank so why bother, or that Stone tanks are way to penalized compared to said Inv. tank and should have some of the penalties taken away/lessened.
- The current inability to customize Granite Armor. (From what I understand it used to look like the Earth Controller's Animated Stone Pet, so there has been improvement. And it sounds like BaB's is considering making a change in the future.)
- Needing to toggle off/on both Granite and Rooted shouldn't be necessary to move about quickly. You don't have to do that with any other Armor set. On top of that, they're you're only source of status protection in the set so you make you're self vulnerable when you're not running one or the other.
- Stone Armor is considered to under perform outside of Granite Armor. Although there are those that will disagree with that statement, Castle weighed in and stated he believes it does. (post #69 of this thread: http://boards.cityofheroes.com/showthread.php?t=190199 )
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I built my Stone tank a bit differently from yours. He did pretty well leveling to 50.
I went with Swift and 3 slotted it before getting Rooted at lvl 8. Rooted is your status protection out of Granite armor and I found it good to have ASAP. Three slotting swift certainly helps a bit with the -spd of Rooted.
I went with Teleportation right at lvl 14. Although you can toggle Rooted off and on as needed between groups, TP helps greatly moving from close mob to close mob. (I still get the Raptor Pack for ease of some vertical movement, but it doesn't work with either Granite or Rooted on.)
I held off on Brimstone until quite late in my build, and really only have it as an IO place holder.(It may go away with the new build I'm working on. ) Stone Skin with Rock Armor and Rooted is quite survivable leveling through the 20's. Earth's Embrace helps there as well. I ended up getting Minerals in the mid 20's to deal with Psionics, but I probably could have put that off a little longer then I had.
If it comes down to a choice of Granite Armor vs. Crystal Armor at lvl 32, Granite wins. It's as if the sky opened up and the Fates smiled upon you!Although Granite comes with some major penalties (-spd,-dmg, -rech) you get a huge boost to survivability. Even with SO's you can easily cap s/l resistances with everything else but Psi in the 70's. You're defenses will be in the high 20's+, again, not including Psi. (Psi is Granite Armor's weakness, but with a high enough Regen in Rooted and applications of Earth's Embrace it can be managed.)
You shouldn't have to run Rooted with Granite unless you're health is getting worn down. I'll still do missions running outside of Granite with just Rock Armor and Rooted, especially if I'm not the lead tank on a team or I don't need the survivability of Granite. I put off Hasten until later in the build when I could fit it in, but that's pretty much a personal preference.
Hope this helps.
Oh, and your data link isn't working... -
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Personally, I'd hold off on RPD a little longer and replace it with an attack.
Attack slotting I lean towards acc, then either dmg/end redux. (usually end redux for me, but either can be argued for) 3rd slot will be the the dmg or end redux I didn't use in slot two. 4th slot is recharge. For me I find that it creates a nice balance for my attacks. YMMV
New Dawn's recommendations will certainly help your current build. -
If you do go Fire for a primary, using Tough can get around 70% resist to s/l and cap fire resistance without having to use Temperature Protection. Adding in Weave helps a bit more as well. There are Fire/ builds that have soft capped defense, but they are fairly expensive to do so from what I recall.
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Quote:As was mentioned, there are regular Tanker Tuesday events with all tank teams. First Tuesdays of the month are on Champion, Second Tuesdays are on Justice. There is a Tanker Tuesday tour going on on the third Tuesday of Month that is running alphabetically. They just did the Protector Server last week.We know that all-Defender, all-Controller, all-Scrapper, and all-Blaster teams can be very successful. I am wonder about all-Tanker teams, though.
I have a reason for asking this question. It's not so much that I want to try a team of all Tankers. It's more about justifying teams where more than 2 members are Tankers. Any time I have been in this situation, the kill speed drops way, way low, and it becomes evident that dropping one of the tanks for ANY other archetype would be an effective switch.
I am not a Tanker player primarily. I have had one or two Tankers through the years. It's not because I don't like the AT but because I keep finding that it is the only AT that contributes very little to team success when more than 1 or 2 members are of that AT.
Thoughts?
I've enjoyed being part of them so far and we haven't had problems motoring through missions. If you already have a tank, keep an eye out for announcements both here in the tank forums or on the TankHQ global channel for events and come join. You'll see that all tank teams are quite viable. -
Quote:So let's say the British Academy of Film and Television Arts gave away awards for Video games, would that count?
see link: http://www.escapistmagazine.com/news...me-Awards-2009
Wait a sec. I did mention BAFTA awards before Starsman! See Post #412!....
FINE! BE THAT WAY!
Dang, trumped by Starsman. Mind you, worse things could happen, I could be right after an McBoo post and be overshadowed again...
(and no I'm not being serious here in case anyone couldn't figure that out...)
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Quote:I'd be happy if he made Force Field Theme for Energy Aura and/or Shield Defense Customization.(Personally I'd lean towards the SD version, but that comes down to A. Shields already being available blue side, and B. I prefer the SD layout over what I've seen of Energy Aura on Brutes. But hey, that's just me.We already have a Force Field buffing set that would force a theme into a Personal Force Field set that would just end up being too similar to Energy Aura. You are more likely to convinece BaBs of making a Force Fields Theme for Energy Aura Customization.
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Quote:I got to say, I asked that to Castle in the past and he said the same to me. Stubborn me decided to ask Pohsib (the guy in charge of the code that should know what the engine can actually do) and he actually told me that negative repulsion (attraction) was technically possible. I asked if it was possible and he simply said "yes" so there is a chance he may had confused my question or ate some bad fish tacos that day.
That being told, if this was possible I would actually just port Energy Aura to tankers and replace the stealth with a negative-repulsion power as a taunt aura that also granted the caster some survivability buff per affected foe.
Here's hoping that it is possible and that it will be implemented for Energy Aura's port to blueside. -
To the OP. What they showed at Hero Con was a small portion to whet your appetite for the upcoming expansion. Unfortunately to you instead of a nice tray of chips and dip, or some other party snack you like, it came across as escargot or some such. Sorry you were disappointed. We'll need to wait much closer to the release of Going Rogue to really see what the appetizer, main course and dessert will really look like. Then if it turns out to be "grandma's not so special recipe"... er uhm.. nvm.
At the moment I think it's way to early to see what we're really going to get with the expansion. -
Quote:Did you know that the 'Oscar' and the 'Tony' awards are given out by organizations of those in the movie and theater biz as self-congratulatory awards? And did you know the video game biz gives out it's own self-congratulatory awards?
The movie biz organization can call itself an academy, but that doesn't make it so, nor does it make it a official arbiter of what is art or not.
So let's say the British Academy of Film and Television Arts gave away awards for Video games, would that count?
see link: http://www.escapistmagazine.com/news...me-Awards-2009